The slayer seeks out monsters and rids the world of them. Everything else -- knowledge, career, friends, family -- comes second. Whether it’s the call of an ancient order, a family tradition, God’s will, or just something a man’s gotta do, the slayer gets the job done. And then goes out the next night, and does it again.
■Attributes:
ST 11 [10];
DX 13 [60];
IQ 11 [20];
HT 11 [10].
■Secondary Characteristics:
Dmg 1d-1/1d+1;
BL 24 lbs.;
HP 12 [2];
Will 12 [5];
Per 12 [5];
FP 11 [0];
BS 6.00 [0];
BM 6 [0].
■Advantages: Fit [5] and Higher Purpose (Slay two types of monster) [10]. ● Either Combat Reflexes [15] or Danger Sense [15]. ● A further 15 points chosen from among
HP +1 or +2 [2 or 4],
Will or
Per +1 to +3 [5/level], Ambidexterity [5], Blessed (Heroic Feats) [10], Daredevil [15], Enhanced Dodge 1 [15], Fearlessness [2/level] or Unfazeable [15], Hard to Kill [2/level], Magic Resistance [2/level], Night Vision [1/level], Serendipity 1 [15], Signature Gear [Varies], Single-Minded [5], True Faith [15], or improve Fit to Very Fit [15] for 10 points.
■DisAdvantages: Obsession (Destroy all monsters!) [-10*].
● -30 points chosen from among Bloodlust [-10*], Callous [-5], Distinctive Features (Scar) [-1], Enemy (Nemesis) [Varies], Fanaticism [-15], Guilt Complex [-5], Insomniac [-10 or -15], Intolerance (Nonhumans) [-10], Loner [-5*], Nightmares [-5*], No Sense of Humor [-10], Overconfidence [-5*], Pacifism (Cannot Harm Innocents) [-10], Pyromania [-5*], Sense of Duty (Victims of monsters or All humanity) [-5 or -15], Trademark [-5], Wealth [-10 or -15], or Weirdness Magnet [-15].
■Primary Skills: One of Hidden Lore (any) or Occultism, both (A)
IQ+2 [8]-13; Expert Skill (Vampirology) (H)
IQ+1
[8]-12; or Weird Science (VH)
IQ [8]-11. ● Two of Crossbow, Guns (Pistol or Shotgun), or Knife, all (E)
DX +1 [2]-14; or Broadsword or Shortsword, both (A)
DX [2]-13.
■Secondary Skills: Armoury (Esoteric) (A)
IQ+1 [4]-12; Fast- Talk (A)
IQ [2]-11; Karate (H)
DX [4]-13; Observation (A)
Per [2]-12; Shadowing (A)
IQ [2]-11; and Stealth (A)
DX [2]-13. ● One of Current Affairs (Supernatural) (E)
IQ [1]-11; Interrogation, Research, or Streetwise, all (A)
IQ-1 [1]-10; or Tracking (A) Per-1 [1]-11. ● One of L
IQuid Projector (any) or Thrown Weapon (Axe, Harpoon, or Knife), all (E)
DX [1]-13; or Two-Handed Axe/Mace (A)
DX -1 [1]-12.
■Background Skills: A total of 5 points in A total of 5 points in Architecture (
IQ/A), Explosives (any) (
IQ/A), Fast- Draw (any) (
DX /E), Forced Entry (
DX /E), Intimidation (
Will/A), Mind Block (
Will/A), Physiology (monster type) (
IQ/H), Poisons (
IQ/H), Running (
HT /A), Tactics (
IQ/H), or Traps (
IQ/A).
Techniques: Either Beheading Blow (H) Broadsword-2 [4]-11† and Stake to the Heart (H) Broadsword-2 [4]-11†, or 8 points in other combat techniques.
* Multiplied for self-control number; see p. B120.
† Assumes Broadsword at 13. Adjust as needed.
□Customization Notes
In a high-powered game, the slayer himself may have supernatural abilities, from See Invisible to actual magic spells. A slayer might well possess Trained by a Master, along with such arcane skills as Breath Control, Mental Strength, and Zen Archery.